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Steiner
07-25-2009, 05:54 PM
Preview: IL-2 Surmovik - Birds of Prey
Adam Hall // Friday, July 24th, 2009


IL-2 Sturmovik: Birds of Prey marks the end of the series' exclusive affair with the PC. Since 2001, the infamously hardcore aerial combat simulator and all its successors and expansion packs have kept within the confines of the platform, but as of September this year all is about to change for the console generation as a substantially more palatable version of the critically acclaimed games lands across all platforms.

One could be excused for interpreting that as dumbing-down; envisioning starkly simplistic menu screens and tutorials that explain everything bar turning on your console, but by incorporating scalable difficulty rather than simply making it easier, Gaijin Entertainment has afforded the transition to consoles greater accessibility whilst still conforming to the hardened reputation of the originals. This approach accommodates not only the drop in available buttons and controls, but also what the player wants from the game – an arcade shooter or painfully meticulous simulator.

The singleplayer campaign boasts approximately 60 hours of gameplay, but I got to experience only 0.27 recurring percent of that, and only as a prelude to the arrival of those set to oppose me in the eight-man multiplayer game 505 Games had kindly set up for us. Aren't they sweet?

IL-2 Play

Recently I've filled my evenings with vigilant sessions of Battlefield 1943 which, might I add, has been splendid. My hard-earned proficiency at the dogfighting and bombing elements of the game, I thought, would likely boost my chances of winning against my Birds of Prey contenders – of course, reliant on the fact that they hadn't caught wind of an equally auspicious nugget of information – due to the similarities in control schemes, whereby the right stick controls both roll and pitch, leaving the left to deal exclusively with the rudder. When you're used to having the flight controls spread out a little more, such focus on one stick can cause problems. It was unclear whether this was the default setting, but let's just hope there's a little more freedom with Birds of Prey to customize controls than there is in BF 1943. Nonetheless, it took only 15 minutes or so for everyone to gain competence and ruthlessly demonstrate just how inconsequential my Battlefield 1943 skills were in these matches.

The multiplayer game consists of four modes: Dogfight, Team Deathmatch, Capture the Airfield and Ground Strike. While all seem relatively self-explanatory, the latter two throw a little into the mix of standard multiplayer modes. Both modes are team-based, tasking you with completing the given objective before the opposition does, and both pose a substantial challenge when you're faced with coefficient enemies. Capturing an airfield requires more than just a quick tagging; in fact, the player must actually land their aircraft and remain there for a certain amount of time which, as you might expect, leaves them open for attack. Ground Strike - though conducted entirely in the air – sees certain players attempting to destroy the other team's base with the slower and less manoeuvrable bombers.

What soon becomes a problem, though, is how dependent everything, bar Dogfight, is on team work. We've all seen how even the most tactical of games can become a frenzy of immaturity and disobedience once it's taken online, and Birds of Prey is likely to suffer a similar fate (unless played with friends rather than random folks). The dogfighting we assume to be the most favourable online component of the game because that's the core appeal, and trying with sedulous attention to land a plane on a particular area or orchestrate a series of precision bombings is never going to be as much fun as throwing your plane around in a fast-paced, adrenaline-fueled pursuit of another player.

Plane Good

Still, Birds of Prey remains a good-looking game no matter what mode you're in. Since they're the things most consistently in sight, the planes have received the most visual lavishing – the splendour of which is only surpassed by admiring the bullets of your foes tear through your aircraft with fully dynamic damage modeling. Upon their destruction their flaming carcases plummet to the ground and explode, leaving a smoking wreckage as opposed to simply disappearing (I'm looking at you, Battlestations: Pacific).

505 was quick to express the effort put in to recreating historically realistic topography for Birds of Prey, and the efforts haven't been in vain. Though not the most amazing when close up (which you will frequently be when you start out) they create some beautiful vistas from the air and possess enough diversity for you to keep your bearings during even the most chaotic of fire-fights.

As it is, IL-2 Sturmovik: Birds of Prey has a lot to offer in the way of multiplayer mayhem. The learning curve is perhaps a little too steep for some, but it has a lot of potential to be a defining game in the genre of flight combat. Its tendency to devolve into basic dogfighting in any instance might require some attention from Gaijin, but at its core it's hitting a lot of the right spots. If the singleplayer can offer an equally intense experience, Birds of Prey might just be a winner.


http://xbox.boomtown.net/en_uk/articles/art.view.php?id=18314

Yossarian
07-25-2009, 06:27 PM
"whereby the right stick controls both roll and pitch, leaving the left to deal exclusively with the rudder"

Erm isn't that the opposite of what we've been told.

guiltyspark
07-25-2009, 07:34 PM
"whereby the right stick controls both roll and pitch, leaving the left to deal exclusively with the rudder"

Erm isn't that the opposite of what we've been told.

i hope this is correct

because if it was reversed it would be quite retarded

xNikex
07-26-2009, 12:44 AM
i hope this is correct

because if it was reversed it would be quite retarded

?

Most flight games on consoles(besides battle staions) usually have the left stick as the pitch/roll stick.

Doesn't the right stick control the throttle and rudder in BoP?

Raw Kryptonite
07-26-2009, 01:23 AM
That's my understanding too Nike. Maybe the writer just got rushed?

Spitfire23
07-27-2009, 03:34 AM
That's my understanding too Nike. Maybe the writer just got rushed?

More than likely

Rickenbacker
07-27-2009, 03:12 PM
It's the reverse, with no option for reversing it so that you have the sticks on the "correct" sides, i e aileron/elevator on the right. Which makes this game pretty damn hard, no nearly impossible, to play with a controller. I mean, even BF1943 got this one right, but IL-2 doesn't?

SleepTrgt
07-27-2009, 04:30 PM
It's the reverse, with no option for reversing it so that you have the sticks on the "correct" sides, i e aileron/elevator on the right. Which makes this game pretty damn hard, no nearly impossible, to play with a controller. I mean, even BF1943 got this one right, but IL-2 doesn't?

Dude, I play Flight games since SNES on consoles.
Always Steered with my Left thumb.
Infact the only games i've played with steering on the right are games like battlefield and battlestations, Simple because those games are also more shooter type of games, NOT FLIGHT GAMES.

EVERY other flight game i have played on consoles had the pitch/roll on Left stick.

David603
07-27-2009, 05:20 PM
I've changed over the sticks in Battlestations and inverted the Y axis to give myself some practice for Birds of Prey. Its easy enough to just fly around, but in emergency situations I do tend to react with the wrong stick, or in the wrong direction, which has resulted in a number of crashes when flying at low level.

Rickenbacker
07-28-2009, 08:58 AM
Dude, I play Flight games since SNES on consoles.
Always Steered with my Left thumb.
Infact the only games i've played with steering on the right are games like battlefield and battlestations, Simple because those games are also more shooter type of games, NOT FLIGHT GAMES.

EVERY other flight game i have played on consoles had the pitch/roll on Left stick.

Yes, but it doesn't match the way you control a real plane, or an r/c plan for that matter, so it screws me up when playing. I don't see the sense in not giving the player a simple choice of which stick does what...

Steiner
07-30-2009, 05:28 PM
IL-2 Sturmovik Birds of Prey first-impressions
Harry Neary (Akeldama) // Wednesday, July 29th, 2009


I must admit to being very jealous of Adam when he went along to the IL2 Sturmovik Birds of Prety event last week. I've been chomping at the bit to play - but with a new baby in our household I couldn't just run off to London to the event.

However today saw the release of the game's single player demo on Xbox Live and I thought I would share my impressions with you.

The short version is "wow", you'll have to read on for more details.

Something for everyone

Firing up the demo you'll be given the choice of several training missions and two campaign missions. I really do recommend tackling the training missions first as completing them will unlock the "realistic" and "simulation" modes.

The training missions introduce you to the basics of flight and combat, albeit using the "arcade" mode. Here it's hard to get into too much trouble, you'll have to try very hard if you want to lose control of your aircraft and shooting down enemy aircraft only requires a few hits. You may use the games three different view modes, third person, cockpit and virtual cockpit. The later is a first person view with some primitive HUD type guides to help you stay orientated.

Realistic mode adds much more complex flight dynamics and this changes everything. Now stalling the plane is very easy indeed and you'll have to be smooth and gentle with the stick. You may still use all three view options.

Simulation mode brings another level of difficulty as you'll no longer be able to use the third person view. The planes are very skittish and flying feels convincing. Shooting down a bomber takes quite some effort and you may only damage enemy bombers on your first pass, having to come around to finish them off. Stalling the plane is an every present danger and damage from enemy fire is lethal. You'll need your wits about you when finding enemies to shoot at too as there are no helpful red indicators around enemies in Simulation mode.

Even in arcade mode the game sticks to the basics of flight - climbing slows, diving speeds you up etc. The throttle control is carried out via the right stick and unlike many console flight games allows you to set the throttle percentage accurately rather than just speeding and slowing down.

Choice

Following the training missions there are two campaign missions to try. The first puts the player in the shoes of an RAF pilot repelling an air raid over Dover. The second is a ground attack mission in a US P51 Mustang over a frozen winter landscape during the Battle of the Bulge. How you tackle these two missions and what level of challenge you face is entirely up to you.

What impresses me is the choice given to the player in an age where developers and publishers give gamers very litte. Imagine a Codemasters game like Grid where you were offered the choice between arcade and sim handling? Wouldn't that attract more players? Here you can play the game how you want - either as an arcade flight game or as something much deeper and convincing.

Interestingly whatever option I chose in the demo I was still given infinite ammo. I don't know how that will be in the full game but I expect it may stay the same in single-player mode - due to the numerous targets given in missions being more than a single payload can handle.

Another interesting feature during the missions is that you can set how many retries you have - so even in simulation mode you don't have the pain of dying within seconds and having to restart the mission. Instead you are just respawned. This blend of simulation handling coupled with gamer-friendly options seems a sensible choice by the developer.

Presentation

The graphics are rather gorgeous. The ground detail is very similar to recent Microsoft Flight Simulator releases and the lighting effects are very pleasing. The detail on the aircraft, especially when damaged, is very impressive. The only negative thing I can find to say is the view distance isn't amazing - using fog to limit visibility to something like 30 miles. But here in the UK that's often the case anyway.

Even during battles with tens of aircraft I only saw a little slowdown once. Much of the action is very smooth indeed despite the complex air battle going on around the player.

Sound effects and radio chatter are very atmospheric. The voice-over during cutscenes by Joss Ackland adds a level of class that many games would be jealous of. His performance is wonderful.

It's obvious that I am very impressed with the IL-2 Sturmovik Birds of Prey demo. The finished code can't come soon enough. More impressive than just the game itself is the philosophy behind the game - in giving players choice and not treating them like idiots, as so many publishers do today.

http://xbox.boomtown.net/en_uk/articles/art.view.php?id=18334

OntheCrab
07-30-2009, 07:35 PM
Nice, a very sound perspective there.

The hardcore simmers are a tough bunch of lovable nitpickers to please; but for console-ers (?), BoP is a revelation in depth and non-hand-holding.

IL-2 wants Nancy to pick up her purse. And I like that.

Steiner
07-30-2009, 07:39 PM
...and the rest of us should invest in soap on a rope.;)